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43 lines
1.7 KiB
C#
43 lines
1.7 KiB
C#
// Animancer // Copyright 2020 Kybernetik //
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#pragma warning disable CS0649 // Field is never assigned to, and will always have its default value.
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using UnityEngine;
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namespace Animancer.Examples.StateMachines.Platformer
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{
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/// <summary>
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/// A brain for creatures controlled by local input (keyboard and mouse).
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/// </summary>
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[AddComponentMenu(Strings.MenuPrefix + "Examples/Platformer - Local Player Brain")]
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[HelpURL(Strings.APIDocumentationURL + ".Examples.StateMachines.Platformer/LocalPlayerBrain")]
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public sealed class LocalPlayerBrain : CreatureBrain
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{
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/************************************************************************************************************************/
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[SerializeField] private CreatureState _Attack;
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[SerializeField] private AdvancedJumpState _Jump;
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/************************************************************************************************************************/
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private void Update()
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{
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if (Input.GetButtonUp("Fire1"))// Left Click by default.
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Creature.StateMachine.TrySetState(_Attack);
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if (Input.GetButtonDown("Jump"))// Space by default.
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Creature.StateMachine.TrySetState(_Jump);
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if (Input.GetButtonUp("Jump"))
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_Jump.IsHolding = false;
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// GetAxisRaw rather than GetAxis because we don't want any smoothing.
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MovementDirection = Input.GetAxisRaw("Horizontal");// A and D or Arrow Keys by default.
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IsRunning = Input.GetButton("Fire3");// Left Shift by default.
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}
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/************************************************************************************************************************/
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}
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}
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